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General Tabletop Discussion
*TTRPGs General
Sniper scopes - how to model?
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<blockquote data-quote="Arbiter of Wyrms" data-source="post: 2952929" data-attributes="member: 18021"><p>I like the 90 and 30 degree arcs of visibility. Essentially, when one is focusing their attention through a scope, the rest of the world goes away. I also like the suggestion ogre makes in post #3: that range penalties should be reduced by a factor corresponding to the power of the scope in question. This does not, however, resolve the question of those targets who choose to keep moving about while you're trying to kill them. Many of them are probably flat-footed, given that they probably are not aware of your tracking them through the scope. All the same, if they switch speed/direction frequently, it may be difficult to aquire them in your sights. This problem grows more significant the higher the magnification. Perhaps a system which multiplies the power of the scope used by the speed of the target and the frequency of course changes. I'll have to ponder...</p></blockquote><p></p>
[QUOTE="Arbiter of Wyrms, post: 2952929, member: 18021"] I like the 90 and 30 degree arcs of visibility. Essentially, when one is focusing their attention through a scope, the rest of the world goes away. I also like the suggestion ogre makes in post #3: that range penalties should be reduced by a factor corresponding to the power of the scope in question. This does not, however, resolve the question of those targets who choose to keep moving about while you're trying to kill them. Many of them are probably flat-footed, given that they probably are not aware of your tracking them through the scope. All the same, if they switch speed/direction frequently, it may be difficult to aquire them in your sights. This problem grows more significant the higher the magnification. Perhaps a system which multiplies the power of the scope used by the speed of the target and the frequency of course changes. I'll have to ponder... [/QUOTE]
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Sniper scopes - how to model?
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